Gundato: My only point was that the topic creator complained that it is unfair that consoles are getting support that he wanted. I just pointed out that the exact same argument could be made for why devs are shifting away from (public) dedicated servers and modding tools. It provides "unfair" support for one platform over another.
Siannah: I think your arguments still fall short. The shift away from dedicated servers has to do with money and more importantly, with control. Not to get console players playing against PC gamers.
However, I can't see a shift away from modding tools. Regardless, your on console working TES4 mods still where made with PCs. I don't see, how anyone could possible work with modding tools like the ones from TES or DA:O on a console - there are too many obstacles, with mouse and keyboard just being the basic ones.
This does have a lot less to do with unfair support then with possibilities. Today's consoles just weren't build for that.
If it's unfair to not release DLCs on a platform where you did port the base game to, is debatable. But I certainly wouldn't call it a smart move.
And I also doubt that the DLC thing has anything to do with valuing a console over a PC, and more to do with politics and the difficulty of patching/ensuring compatibility for a PC instead of a console. Do you know WHY it tends to be less profitable to make a PC game? Because debugging is a real bitch. There are so many different hardware configurations to deal with, each one potentially causing a problem. And then you have to deal with updated drivers breaking things. This is all versus a console where MS/Sony/Nintendo are responsible for making sure firmware updates don't break older games.
As for modding tools: I haven't opened the DA:O editor yet, so maybe that one is different. But the NWN and NWN2 editor (and probalby The Djinni for The Witcher, for obvious reasons :p) could easily work on consoles. Same with the various TES/Fallout3 editors.
Position with joysticks (would actually be a LOT more intuitive, rather than having to hold ctrl-and crap), snap them together, and you are done building the level geometry. Going through the menus would be a bit more tedious, but the interface would also probably be modified.
Scripting and dialogue are the big issues, although don't all the consoles have keyboard adaptors/gamepads by now? And also, I would argue that 85-95% of all the scripting needed for a TES or NWN mod could EASILY be handled with a gui and flow charts. Hell, I really wish that Bethesda and/or Bioware would get off their asses and try and implement something like that (would make modding a LOT more user-friendly). I vaguely recall something about the version of the UED used with UT3 having some gui/flow-chart based scripting thing,but I may have misunderstood.